For the play-through this week we are going to be looking at the wizard. These are the strongest magic users in the game. Wizards strive to increase their knowledge and spells. They can learn spells from tomes, experimenting, and from other wizards. Instead of telling some history of wizards let’s just delve into how awesome they are!
The Class Stats
Wizards are the only class who rely on their intelligence for their spells. So this will be their strongest ability score. Wizards will not be wearing armor unless you play as a dwarf, so make sure you get your dexterity pretty high as well. Constitution is another good stat since you will have very few hit points with wizards.
HIT POINTS
- Hit Dice: 1d6 per wizard level
- Hit Points: 6 + constitution modifier
- Level Up Hit Points: 1d6 (or 4) + constitution modifier
Proficiencies
As mentioned above, wizards do not get armor. On top of that they have a very limited selection of spells to pick from. They can use daggers, darts, slings, quaterstaffs, and light crossbows. Their saving throws are intelligence and wisdom. They get to choose two skills from Arcana, History, Insight, Investigation, Medicine, and Religion.
Spellcasting
Wizards are learned magic users who rely on intelligence to cast spells. They are not like Harry Potter who wakes up and is able to suddenly cast spells. Wizards must learn their spells. Because they are students they keep “notes” of their studies. This is called your spellbook. Your spellbook alone has a lot of information into how to handle it. There is a time and cost to copy a spell you find in game to your spell book. The spellbook starts with 6 1st-level spells of your choice.
You will start with 3 cantrips. As for full spells, wizards must prepare spells for use. So you start with your spellbook that has your spells in it. A wizard must then prepare spells. To prepare spells from the spellbook you choose a number of spells equal to your Intelligence modifier + your wizard level. Once you prepare your spells you are able to use those prepared spells with your spell slots like the rest of the classes. All spell slots and come back at the end of a long rest.
They also have ritual casting and the ability to use a spellcasting focus. When leveling up you get to add two spells to your spellbook for free.
Arcane Recovery
Once a day after finishing a short rest, you can gain some of your spell slots back. The spell slots gained this way are equal to half your level wizard, rounded up.
Arcane Tradition
Like all other classes, wizards have different paths to take. Wizards are the most over the top class, so they get EIGHT paths to choose from. Each path is a different school of magic. Instead of delving into that great amount of information that is on each path, I am just going to summarize the type of spells that are used in that school. Each school at level 2 gives you the ability to copy spells of that school to your spellbook at half the cost and time.
- Abjuration. These spells are normally protective. However, some of the spells do have aggressive, harmful uses.
- Conjuration. Spells in this school are used to transport objects and creatures from one place to another. Some even create objects from thin air.
- Divination. These spells reveal information about things. The information can come in a large variety of forms.
- Enchantment. These spells target the minds of others.
- Evocation spells manipulate energy to cause the desired magical effect, like your standard fireball spell.
- Illusion. These spells deceive others. Such as seeing what is not there, hearing sounds you create, and even planting images into the mind of the enemy.
- Necromancy spells manipulate the energy of life and death. You can gain extra hit points, drain hit points from foes, you can even summon the undead to your side to aid you in all of your endeavors.
- Transmutation. These spells change something about a creature, environment, or object. They can enchant weapons, bolster allies, turn enemies into smaller creatures, and even increase your healing ability.
After picking your school of magic you will follow you will begin to get benefits when using that type of spells. You can still use other spells. The ones from your school will just give added benefits.
Backgrounds
As for backgrounds, I think guild artisan, noble, and of course sage are going to be the normal ones that will be chosen. These backgrounds will provide the wizard with some decent benefits, with the sage being the best one.
Races
Gnomes are going to be your best bet with a good stat based wizard character since they get +2 intelligence. Of course for stat based characters high elves, tieflings, and humans will also be good bets. If you are worried about being a squishy character, you can make a dwarf wizard, which would give your wizard the ability to use light and medium armor.
As for the one we will use this weekend, I originally had a high-elf noble in mind. Noble so I could make him a pompous jerk. However, now I am up in the air with the dwarf wizard… Maybe even a dwarf necromancer?
Good gaming and God bless!